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razorace

Latest Posts

Page: 102 of 133
Uh, not sure. Check the kyle_boss vs. kyle npc files. They're in one of the asset pk3s in your /gamedata/base directory. (".pk3" files are just renamed zip files.)...  [Read More]
Posted in: A Standard Vehicle Pack for JKA?
 razorace
10-21-2003, 8:32 PM
#8
There's no directed development with OJP. The project is only as good as the stuff that people submit. Translation: Submit early, submit often. I guess I should post something about this in the model forum....  [Read More]
Posted in: A Standard Vehicle Pack for JKA?
 razorace
10-20-2003, 7:31 PM
#5
Well, it looks like we're going to proceed with a OJP vehicle pack. Just your vehicles to one of the OJP moderators....  [Read More]
Posted in: A Standard Vehicle Pack for JKA?
 razorace
10-20-2003, 3:22 AM
#2
The poll shows 6 yes votes but no actual comments. Does that mean that everyone is interested in one?...  [Read More]
Posted in: A Standard Vehicle Pack for JKA?
 razorace
10-17-2003, 4:17 AM
#1
Me and the rest of the moderators for OJP (Open Jedi Project) (http://www.lucasforums.com/showthread.php?s=&threadid=111428) are considering if we should include vehicles in the project. The pros are that mappers would have a easier time using...  [Read More]
Posted in: The JKA elevators and Bot Routing
 razorace
10-16-2003, 5:59 PM
#5
hmmm, I'll try being more careful with my f flags and will see what happens....  [Read More]
Posted in: The JKA elevators and Bot Routing
 razorace
10-16-2003, 6:47 AM
#3
Well, the problem is that elevators snap back up once they touch the bottom of the shaft. It looks like we might be able to do some precise bot waypointing and get them to dive out as the elevator touches down but it's not the ideal solution. Could...  [Read More]
Posted in: The JKA elevators and Bot Routing
 razorace
10-16-2003, 2:24 AM
#1
Anyone know the best way on how to handle the bot routing for the default elevators? Getting the bots to go up the elevators pretty easy, but it's very hard to get them (the bots) to go down. You can try to have the bots attempt to go down by drop...  [Read More]
Posted in: Loading a SP Mod in JA from menu...
 razorace
10-16-2003, 11:43 PM
#9
I have no clue what this *.menu stuff is that you're talking about. I'm just refering to using the mod menu in SP....  [Read More]
Posted in: Loading a SP Mod in JA from menu...
 razorace
10-16-2003, 5:53 PM
#7
From my testing, the SP mod loading menu isn't using your .pk3 files to override the defualt assets (at least for the animation.cfg). It's possible that this applies to other stuff as well. I know that Raven is looking into it....  [Read More]
Posted in: Loading a SP Mod in JA from menu...
 razorace
10-16-2003, 7:59 AM
#3
I'm not exactly sure what you're talking about but Rich Whitehouse from made it sound like SP mod loading might be broken (again)....  [Read More]
That's a good question. The short answer is no. The long answer is that while the OJP project will take a little of my time as a OJP moderator, it shouldn't effect the amount of time I spend working on MotF. Most of the MotF code will be included i...  [Read More]
Same plans. Mouse Sabering is still in them. Engine limitations are the primary consideration. The previous ones that I encountered have been solved as far as I can tell. Right now I'm just waiting on the SDK to be released....  [Read More]
Posted in: Inverted saber style?
 razorace
10-14-2003, 5:59 PM
#19
It's possible that it was a hacked hilt. IE, a double saber that is treated like a single saber....  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-20-2003, 7:36 PM
#226
Well, Indy is attempting to use the OJP label again. This time on jk2files. http://www.jk2files.com/file.info?ID=19800 I'm contacting the admins now. It would help if everything sends an email about it....  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-20-2003, 4:58 PM
#225
Fair enough. I'll go tell Chairmaster that we'll accept the model when he's hammered out the animations....  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-20-2003, 6:03 AM
#223
Well, according to the small poll I created over in the mapping forum. People do seem to be interested in a vehicle pack for map development. Should we go ahead and give it a try? I'll handle the additional paperwork. :) And if we do decide to do t...  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-20-2003, 2:35 AM
#222
Yes ladies, please keep the chit-chat on IRC or MSN. Thanks....  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-17-2003, 4:25 AM
#215
Sorry, I didn't mean to imply any sort of map texture library. That would be insane. I was referring to how it's much easier to use the default JKA textures vs. adding additional ones. :) Well, maybe an JK2 texture install program would be ok......  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-17-2003, 3:37 AM
#213
Well, that's true. However, it would be much easier if we had a unified platform for it. Just like map textures. If it's something that a lot of people would want in their maps, it would probably be worth it to be a part of the project. As for bloat...  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-17-2003, 12:48 AM
#211
I agree. Should I maybe post a poll in the mapper forum to see what they think?...  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-16-2003, 11:20 PM
#209
So how are mappers suppose to have an unifed platform for additions vehicles/npcs?...  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-16-2003, 7:24 AM
#206
Ok, ladies and gentlemen, we just got our first submission! It's a eopie (the farting creature from episode 1) vehicle model by chairmaster. You can check it out here (http://www.geocities.com/quakersnl/eopie.zip). It's not completed yet but it's lo...  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-13-2003, 1:31 AM
#205
seems fine to me. Please PM the server login information to me and Emon....  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-12-2003, 7:18 PM
#203
Ok lamer. Get to work! :D...  [Read More]
Page: 102 of 133